Jumping
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“ | Hey, I can see my base from here!
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— The Scout
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, this jump generally sends the Pyro farther and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldier's rockets, but also inflict more damage.
Contents
Flare jump
The Pyro can use the explosive flares shot by the Detonator or Scorch Shot to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator's flare colliding with the world will boost the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.
Thermal Thruster jump
The Pyro can use a Thermal Thruster's charge to launch itself in the direction it is looking when firing. When firing the Thermal Thruster, the initial liftoff sends the Pyro up a short distance in the direction it is aiming. The weapon's mobility greatly outperforms that of the Detonator and Scorch Shot, but it lacks offensive capability outside of its Mantread stomp effect. Its slow switch speed makes it more useful for sneaking into higher levels of the map than for making quick escapes or jumping into an attack.
Quick-Fix jump
As a Medic using the Quick-Fix, when the player you are healing does an explosive jump, the Medic is blasted with similar force in the same direction, but takes no damage (although fall damage is still incurred). This only works with Soldiers, Demomen, and Pyros. It does not work with sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.
Enemy-assisted jump
While unlikely, it is possible to use opponents' attacks to make jumps. For example, Bonk! Atomic Punch Scouts or Dead Ringer Spies can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.
Pumpkin jump
A Pumpkin jump uses Pumpkin bombs to launch the player into the air.
- Lighter classes should stand far away and crouch-jump while shooting the Pumpkin.
- Heavier classes can stand beside the Pumpkin and fire for a larger boost. The Heavy can jump farther than the Demoman's sticky jump for roughly half his health.
- The Demoman's shields reduce damage done by Pumpkin explosions.
- When using the Gunboats, using rockets to destroy a Pumpkin will reduce the Pumpkin bomb's explosive damage.
Energy Orb jump
An Energy Orb jump utilizes the Short Circuit's self-damage when in close range of a enemy, giving almost the power of a Rocket Jump.
- This jump can deal less self-damage than that of the Sentry Rockets jump, as a Energy Orb jump will only take 15-20 Health points.
- How far the energy orb blast will push you depends on how much self-damage the inital jump did to the enemy and you.
A demonstration of a sentry rocket jump. | A demonstration of a sentry bullet jump. | A demonstration of a Pyro rocket jumping. | A demonstration of a Detonator jump. | A demonstration of "pumpkin jumping". | A demonstration of energy orb jumping. |
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Inability to jump
There are certain states a player can be in that prevent them from jumping;
- While charging with the Chargin' Targe, Splendid Screen and Tide Turner as the Demoman.
- While spinning a primary weapon as the Heavy.
- Drawing an arrow while wielding the Huntsman or the Fortified Compound as the Sniper.
- Taunting.
- Crouching.
- While stunned.
- There is something above the player. (If the mentioned object doesn't allow a full jump, the player will jump and stop and fall when the model reaches the object.)
- They are underwater.
- They are in the air (with the exception of the Scout's double jump).
- They have already performed a double jump, triple jump, quadruple jump, or force jump.
Jump exploits
These jump exploits allow players to perform unusual and unintended behavior.
Needle boosting
Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.
Bunny hopping (speed)
Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended.
Despite this patch, you still get a small speed boost when air strafing.
Bunny hopping (airborne)
When the player jumps within a very short time span right after landing from an explosive jump, the falling sound will continue to play and the player will still be considered airborne, consequently, the player is still granted effects like guaranteed crits with the Market Gardener. This bug is not yet patched.
Related achievements
Scout
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Soldier
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Pyro
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Demoman
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Heavy
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Sniper
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Update history
- Added anti-bunny hopping code
- Fixed jump/taunt exploit
- Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
- Fixed crouch-jump exploit that allowed players to get outside of the world
- Added smoke to the feet of a rocket jumping Soldier
- You can now duck twice in the air. Scout double jumps reset the in-air jump counts
- Added "tf_clamp_airducks" convar, set to 1 by default
- Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
- Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights
- Added new community contributed response rules for Scout's double jump.
December 15, 2011 Patch (Australian Christmas 2011)
- [Undocumented] Jumps made with the Detonator are now higher
- Fixed the Scout's double-jump failing when attempted immediately after switching to any weapon (instead of just The Atomizer)
See also
External links
- Team Fortress 2 Mapper's Reference compares the heights that can be achieved by various jumping methods.